Change of Direction: Action Hidden Object

We have been spending time playing and thinking about Sculpling Story’s predecessor, Shape Findings. We then have to face one bitter reality that the whole gameplay is not fun in the long run, if not, at all. This definitely affects the whole team’s morale.

At the same time, our (already few) number had been reduced. It was not an easy period for the team. We took quite a beating of such event. This is where we go to the basic and rethink the fun factor of the game. We have already designed a world. We know we want a wooden world and we want to show our world to our players in the future and such eagerness made us decide to add a tour-guiding aspect within the gameplay.

The implementation that we have in mind will make Sculpling Story main gameplay runs like an arcade first person shooter such as the classic Time Crisis, Jurassic Park, etc. where the player is ‘guided’ by a pre-determined camera movement along each stage. Therefore, adding up the action element to the hidden-object foundation.

We will be having fun creating a more polished version of the stage and testing this new direction we are currently heading.

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Concept Art: Great Tree

A glimpse of the final look of the game screenshot, produced in 3D and textured in Photoshop. We are not very sure if we want the toon – look that the black line borders produced but we need to have them to refine the shapes and details.

Sculpling Story Concept Art

Concept Art of The First Stage


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Bird Sculpling Colour Scheme

This quick color reference does not reflect the shape of the character. It is meant as a reference to guide the texturing process.

Creature Color Study

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Great Tree: Low Resolution Stage Model

A side-by-side comparison of the high resolution model versus the low resolution model of our first stage. From over 100k polygons to less than 20k polygons. Some objects will need to be taken away if we want to cater lower end devices. Glad we do not have any physics related in this game.

Polygon Reduce

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Animation: Great Tree Residentials

An introductory shot of the residential area for the Great Tree. It is not lively at all. We have decided to add creatures to inhabit the scene to improve it. Stay tune for more posts and updates.

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Inhabitant of The Great Tree

The Great Tree is not completely great without its living inhabitants dwelling on it. It has become a sweet home for many sculplings. Here is one sketch of a sculpling species being playful.
Monkey Sculpling

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Camera Control Available for Purchase!


Main Feature

The main function of this tool is to create a camera set up where a single object-of-interest is the focus of the scene. The implementation of this is potentially limitless for an object-of-interest in a 3D environment does not really mean that it has to be a single object in the real world. It can be a product, schematic, furniture, vehicle, layout of a room, building, or even a town – basically anything as far as they are made of polygons.



By setting up a scene in accordance to this tool, you could easily get a scene where the object can be panned and rotated 360 degrees (although doing 360 degrees mostly gives the users a bad headache!). The scene is controllable via left mouse button and dragging on PC, Mac and Linux, as well as swiping on touch screens. The function and code used in this tool is the basic GetMouseButton and is therefore a generic function that can be applicable to various devices.


Use Case

This list is not limited to what will be mentioned, but here is a list of scenario where you will find this tool useful:

  1. A 3D character design portfolio.
  2. Packaging design of a product.
  3. Showcase of a material.
  4. Furniture virtual showroom.
  5. Engineering schematic or diagrams.
  6. Trophy showcase scene that could be a part of a game.
  7. A 3D storybook where a scene is shown via 3D scene.



On this Demo Scene, there are a few parameters on display that could be adjusted. Below are the details of these variables.

Camera Top Limit – Determines the top limit (maximum) position of the “look at” target of the camera.

Camera Bottom Limit – Determines the lowest limit (minimum) position of the “look at” target of the camera.

Top Rotation Threshold – Determines the position where the camera will start tilting upward, creating an effect of looking down on the object-of-interest.

Bottom Rotation Threshold – Determines the position where the camera will start tilting downward, creating an effect of looking up on the object-of-interest.

Camera Movement Speed – Determines the speed of the camera panning up and down. The higher the value, the less you need drag/swipe to pan the camera up or down.

Camera Rotation Speed – Determines the speed of the camera rotation (vertical rotation only). The higher the value, the less you need to drag/swipe to tilt the camera upward or downward.


Camera orbit now available for purchase at Unity3D Assets Store at $5.00!

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Sketch: Second Stage – The Orchestral

The Orchestra Stage

A sketch for the second stage of Sculpling Story

Recorder Head

Detail of the second stage design.

Musical Instrument Buildings

Design for the buildings within second stage.

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Great Tree: Final

The model for Great Tree is finalized! This will serve as the first stage in our upcoming game. We will move on to applying textures next.

Stage 1 3D Model

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The Great Tree – First Floor

Houses On First Floor

A close up view of the residential area in the first floor. There are two type of houses accompanied by a bridge in the center as an ornament. Overall, it is simple, but cozy environment with trees and mushroom field. Although this is just a sketch, it is a fun process testing the rendering style that 3D Studio Max has to offer.

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